CM_House::Event_QueryHouse @0x006aaa00 (opcode 0x21e) tail-calls
unconditionally from the end of CPlayerSystem::InitializePlayer
@0x00563570 — the same once-per-session function
AttemptSendLoginCompleteNotification lives in (both guarded by the
player_initialized flag), right after that notification. Retail never
sends it from gmHouseUI::PostInit or gmMapUI::PostInit on House-tab
activation.
Moved WorldSession.SendHouseQuery() to the direct (non-portal)
first-entry completion edges — the same places acdream already sends
the analogous "initial session bootstrap" LoginComplete:
- graphical: LiveSessionRuntimeFactory's RuntimeFirstEntryDriveController
localPlayerCompleted callback
- headless: HeadlessSessionHost's equivalent callback
- headless content-less direct host: RuntimeLiveEntitySessionController.OnSpawned
Portal-space re-entries (LocalPlayerTeleportController's F751 path,
RuntimeLiveEntitySessionController.TryAdvancePortalCompletion) do NOT
resend it, matching retail's single-shot guard.
Removed the invented House-tab-open -> SendHouseQuery trigger
(InteractionRetainedUiComposition's HouseShown binding) and retired
register row AD-107, which had documented that adaptation.
Updated RuntimeLiveEntitySessionControllerTests' exact game-action
assertions for the content-less path, which now also captures the
HouseQuery send alongside LoginComplete.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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| .. | ||
| Configuration | ||
| Credentials | ||
| Diagnostics | ||
| Hosting | ||
| Platform | ||
| Plugins | ||
| Policies | ||
| AcDream.Headless.csproj | ||
| HeadlessAssemblyMarker.cs | ||
| HeadlessEntryPoint.cs | ||
| HeadlessExitCode.cs | ||
| Program.cs | ||